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File: fuckleague.jpg (206 KB, 1280x1006)
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Fuck league of legends.
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Oh no! my artstation is filled with Ruined king art for about an hour tops!

Ruined king is a fun game and the art is great.
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>>864147
Who gives a shit about "flavor of the week" game made by soulless bug people?
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>>864178
>Who gives a shit
A lot of people as it turns out
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>>864201
>implying this is not artificially highlighted
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>>864133
???
League of Legends Arcane is THE best animation in a series I have ever seen in my life.
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>>864368
They had better animation 20-30 years ago and it was all hand drawn, kid
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>>864370
really? which series?
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>>864371
I'd say classic animation like T&J, looney tunes are overall much better. This is flavor of the month.
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>>864370
>>864374
there's a difference between being old and jaded and being a contrarian curmudgeon.
it's okay to enjoy new things.
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>>864374
>T&J, looney tunes
do boomers really?
Arcane animation is hands down the best I've seen in a while, maybe Spiderman Miles Morales animation comes close.
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>>864381
Boomers are between 57-75 yo. I'm mid 30s. The difference is I can appreciate quality work when i see it.
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>>864382
>Boomers are between 57-75 yo. I'm mid 30s
boomer cope
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>>864384
I am a proud millennial.
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>>864133
>have an occasion to see groundbreaking animation that will be a standard setters for years to come
>be a contrarian retard and call it bad

Why are shitters like this?
I dont play or like LOL and i was blown away by the animation in this show, it humiliates Disney and all other big studio efforts to combine 2d and 3d, once you see it you can only ask how the fuck nobody did this before.
Also show was really good overall, ending was especially great, maybe since i have no idea who is and isnt in the game so i had no idea what will happen.
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>>864133
The chinese will make so much money through Riot.
If Tencent throws enough money at it, they can get to Marvel level of big.
Its just quite sad that 99% of lol lore is peak soi.
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>>864133
What is Ruined King III?
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>>864147
>Ruined king is a fun game
debatable
>art is great.
8/10
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>>864382
looney toones is garbage
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It looks fucking good. What are you gonna do about it? People in the industry were seething at how they can never make something as good because riot has infinite money and can do whatever they want.
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>>864382
ok boomer
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>>864133
>Newfag shocked at an art dump
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>>864355
>artificially highlighted
Dumb fuck. Studios hold back artists from releasing public portfolio pieces until a specific date. They lift it, everyone publics their post. WOW WHAT A MYSTERY
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>>864879
>looks fucking good
the absolute state of /3/
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>>864879
You could've chosen something else to make your point rather "edgy hooded bitch walks down a dark hallway for 1.5 seconds looking like she's on her period"
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>>864883
That's true, but fartstation also promotes those posts for any fotm game/franchise, which is why none of any other content makes it to the top
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>>864904
it really does.
>>
(F)artStation is fucking garbage now. Overrun by corporate shills and sociopolitical BS.
Fuck 'em.
>>
>>864368
>>864133
The fuck you are saying. This Arcane crap I keep hearing about looks like some Telltales game cinematic diarrhea with a bit of glitter over.
Fuck league of legends fuck it's fanbase and fuck this series.
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>>864943
>The fuck you are saying. This Arcane crap I keep hearing about looks like some Telltales game cinematic diarrhea with a bit of glitter over.
cope artlet
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>>865046
sorry for my outrage, amon. All I wanted to say is that it's crap from A to Z and KYS
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Let's talk about how this art style is achieved.
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>>865281
By outsourcing everything to Chinese or Taiwanese bug people.
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>>864382
>I'm mid 30s
You didn't even grow up with the "peak" of American animation faggot, fuck off.
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>>864133
The style and animation looks good and all, and the story might be good but I fucking hate Riot so goddamn much it prevents me from watching it, I don't wanna even bother pirating it because fuck Riot.
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I feel like environments with overall grandiose setting always explode on Artstation, which I don't see often with small, but well executed "dioramas". Why is that? I spend as much time if not more on a small alley with tons of details, but gigantic colorful castles and mountains which don't hold up from a closeup at all always get 5 times more likes. It's not that my quality isn't there, because the feedback is great, but I guess it doesn't have that appeal to reach a wide audience. I never went over 800 likes while some people make content like this and regularly get multiple thousands.

I don't like it because of the fact it makes me feel pressured to do the same if I want to get more followers, while I always gravitate to the opposite for some reason, like making a common poor old house look interesting.

I constantly feel like being shut down for trying to perfect my craft and spending time on things that will be appreciated by a tiny amount of viewers, and it's like the world is telling me I should just make instantly eye-catching stuff for them likes.

>inb4 likes don't matter
They clearly do because that kind of exposure got me into this industry and got me all the jobs I had so far. Getting even bigger would provide me with an even more job opportunities as a freelancer.

But maybe I just really should start looking at a bigger picture... One thing I did realize this year is that because of my technical autism which increased after getting into the industry and working mostly as a prop artist, I'm unironically slower when building environments now, because I obsess over details for every prop, while overall scenes might suffer because of that. Unironically my top liked environment was also my first one and the quality of props was cringe in comparison of what I can do now - but I focused on the overall feel. And still, it is THAT environment which caught the most studio eyes.

TLDR - getting into industry probably ruined me.
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>>865892
you sound like a complete sellout.
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>>865892
I've worked (still do) in better places than you ever will with that shitty attitude and I have 0 followers because fuck social media.
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>>865894
How so?
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>>865898
Honestly, I’d appreciate insults to put me back to the ground and tell me I obsess over bullshit, because that’s low key why I wrote this. But I’m just telling you about my experiences in this industry since people here always talk about social media not mattering.

The fact is that these “pointless” likes led to the algorithm boosting my work on trending, which in turn got me more followers, which got me noticed by leads from big studios like ubisoft. I’m not a sellout, because I never switched to making some furry porn on patreon just to chase money - I just want to make a stable income as a freelancer and my reality is that for that to happen, I kinda do need to constantly upload new stuff and be seen by people. Every time after a period of no work, I got clients messaging me on all platforms as soon as I published a new project. Iirc, even big boys like mike andrew nash constantly had to work on personal projects to keep the clients coming.

The biggest project I worked on was a TBA Sony studio AAA game, if you worked on greater projects than that, good for you, man.
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>>865924
>im not a sellout
>chases the money and still makes less than a plumber
ok, retard
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>>865927
Not cool, man
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>>865924
In that case, having some kind of exposure is a necessary evil for a very banal reason: the more people see your work, the more likely someone who is able and willing to offer you employment will see it. Literally brute forcing your way to get jobs.

3dcg has been around far longer than motherfucking twitter tho, and people from all over the world were hired from half-way around the globe even when the main form of communication with a company was still a telephone rather than email and artist reels were physically sent out as DVDs rather than being hosted on vimeo. freelance artists and illustrators existed then and still made a living.

It sounds like you expect jobs to come to you, but there's a thing called applying for a job, too. Companies still post job openings on their websites, you know.

A friend of mine has close to 100k followers on twitter, 150k on insta, 30k on artstation and a patreon. He's drowning in work, but every time I ask him he tells me he wishes he could just not use those sites because they're cancer. His words, not mine.
But here's a hint: he's drowning in work because he's really fucking good, not because he has le ebin internet numbers. He was drowning in work even before he got le ebin numbers because he was already better than 99.99% of the population the day he made those accounts.
And even then, it took a few years for "muh algorithm" to finally catch up and give him the exposure he deserved, but all he's gained is a lot of sycophants who try to manipulate and freeload off him and other scum who steal his art and sell it as NFTs.

Social media is just one way to get clients, but once you build up a client portfolio, work will come to you even without having to huff that cancer.
That is, if you're good.
But if you're shit, all you'll have even with millions of followers is a lot of low-tier, low-budget commissions from a bunch of losers at best.
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>>865936
Yeah, I agree, this shit isn't healthy and I'd rather not have to worry about social media. But it's true about applying to jobs, I don't really do it, partly because I'm afraid, and partly because I want to keep doing this freelance as long as I can, and I don't really know a lot of studios that search for that kind of person, only fulltime and move to another country.

I'm lucky I work for actually good well known studios as a remote contractor, I don't do commissions for random individuals. But the work just isn't steady. I'm drowning in work right now, but who knows what will happen next year when current projects come to an end.

If I don't change something, long term I see myself keep having to grind work to get noticed, and that's why I was originally rambling about potentially having to favor projects which could reach wider audience - still the work I actually wanna make, but just leaning more towards something else.

Idk, maybe I'm just not good enough to be able to get clients from nowhere without social media like your friend. I might be above average, or at least the level you'd expect from getting your work featured online and in print and being able to contribute to AAA projects, but above average probably isn't enough in this industry. I'm still a nobody at the end of the day. Having a bad day, excuse my whining.
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>>864879
is there a making of?
I need to know all their secrets
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File: arcane_rendering.png (2.32 MB, 2114x1080)
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>>865281
>>865961
Ok
so in the traditional 3D animation workflow, the artists try to recreate materials we have in real life, like skin, clothes, hair etc and light up a scene so that it all feels natural and realistic and hardest of all, nice to look at.
In LoL (the videogame - the show is copying the style) they don't want to spend graphic resources simulating different material behaviors on the light, so they just paint it on the mesh, without any fancy stuff like subsurface scattering, roughness/smoothness etc. And since it's painted on, they stylize it to increase contrast (so you can see details you would miss in the real thing) and be more aesthetic overall.
So in the show there are no different materials, and they "spice" the scene with some emissive materials here and there and some lights to cast shadows that would look nice on the moment.
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>>865984
cont.
So to get started I recommend seeing this video (https://youtu.be/gkLFKEvqpP8) on texture making and baking in blender, especially the ambient occlusion effect this guy is using.
Then bake the texture, go on your image editing program and stylize away! Sharpen some stuff on the UV unwrap image and know that you are on the right path!





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